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      </a></span></div></div> <div data-v-7dd95ae2><div data-v-7dd95ae2><main class="page" style="padding-right:0;"><section style="display:;"><div class="page-title"><h1 class="title">Unity | 简单高效的强制新手引导</h1> <div data-v-8a445198><i class="iconfont reco-account" data-v-8a445198><span data-v-8a445198>raven</span></i> <i class="iconfont reco-date" data-v-8a445198><span data-v-8a445198>5/5/2023</span></i> <!----> <i class="tags iconfont reco-tag" data-v-8a445198><span class="tag-item" data-v-8a445198>新手引导</span></i></div></div> <div class="theme-reco-content content__default"><h2 id="_1-简介"><a href="#_1-简介" class="header-anchor">#</a> 1 简介</h2> <p>游戏中的新手引导可以帮助玩家快速了解游戏规则和操作方式，对于玩家体验来说非常重要<br>
实现强制新手引导有很多种方式，这里基于 OnPopulateMesh 方法，相比 Shader、Mask 等方式，该方法通过减少 DrawCall 来提高 UI 渲染性能</p> <h2 id="_2-效果预览"><a href="#_2-效果预览" class="header-anchor">#</a> 2 效果预览</h2> <p><img src="https://files.mdnice.com/user/8140/099a8f4d-edd3-458c-8ae2-3f30a37549a1.png" alt="点击镂空区域按的钮触发对应事件"></p> <h2 id="_3-实现方案"><a href="#_3-实现方案" class="header-anchor">#</a> 3 实现方案</h2> <h3 id="_3-1-构成分析"><a href="#_3-1-构成分析" class="header-anchor">#</a> 3.1 构成分析</h3> <p>强制新手引导一般由两部分构成：</p> <ol><li>遮罩区域：全屏半透黑色遮罩，屏蔽玩家操作</li> <li>镂空区域：透传点击操作，触发目标按钮事件
<img src="https://files.mdnice.com/user/8140/6e7eb757-4356-4c28-812b-9bd29b5b6c02.png" alt=""></li></ol> <p>在此基础上，还可以通过增加目标按钮的边框效果及手指点击等动画增强游戏视觉体验</p> <h3 id="_3-2-实现方法"><a href="#_3-2-实现方法" class="header-anchor">#</a> 3.2 实现方法</h3> <h4 id="遮罩及镂空区域"><a href="#遮罩及镂空区域" class="header-anchor">#</a> 遮罩及镂空区域</h4> <p><strong>方法介绍</strong></p> <div class="language- line-numbers-mode"><pre class="language-text"><code>protected virtual void OnPopulateMesh(VertexHelper vh);
</code></pre> <div class="line-numbers-wrapper"><span class="line-number">1</span><br></div></div><p>UI 元素需要生成顶点时的回调函数，通常用于自定义 UI 元素的渲染，可以通过重写该方法来实现自定义的 UI 元素渲染效果</p> <p>vh 参数是一个 VertexHelper 类型的对象，用于生成网格数据。在该方法中，可以通过调用 VertexHelper 的方法来添加顶点、三角形和颜色等信息，从而生成网格数据</p> <p>在重写该方法时，需要注意以下几点：</p> <ul><li>在方法中添加顶点、三角形和颜色等信息时，需要按照一定的顺序添加，以确保生成的网格数据正确无误</li> <li>在方法中添加顶点、三角形和颜色等信息时，需要注意坐标系的转换，以确保生成的网格数据与 UI 元素的位置和大小一致</li> <li>在方法中添加顶点、三角形和颜色等信息时，需要注意性能问题，尽量避免生成过多的网格数据，以提高渲染效率</li></ul> <p><strong>具体实现</strong><br>
根据遮罩区域和镂空区域交叉后的位置，计算出 8 个顶点，绘制遮罩区域的三角形，保留镂空区域
<img src="https://files.mdnice.com/user/8140/e855e7c9-00e0-42ea-b471-7668c34dc224.png" alt=""></p> <ol><li>计算镂空区域相对于遮罩区域的包围盒坐标，即交叉的四个顶点坐标</li></ol> <div class="language- line-numbers-mode"><pre class="language-text"><code>Bounds bounds = RectTransformUtility.CalculateRelativeRectTransformBounds(this.rectTransform, this._target);
this._targetBoundsMin = bounds.min;
this._targetBoundsMax = bounds.max;
</code></pre> <div class="line-numbers-wrapper"><span class="line-number">1</span><br><span class="line-number">2</span><br><span class="line-number">3</span><br></div></div><ol start="2"><li>根据交叉的顶点坐标，填充顶点数据，绘制镂空区域外的三角形</li></ol> <div class="language- line-numbers-mode"><pre class="language-text"><code>protected override void OnPopulateMesh(VertexHelper vh)
{
    if (this._targetBoundsMin == Vector3.zero &amp;&amp; this._targetBoundsMax == Vector3.zero)
    {
        base.OnPopulateMesh(vh);
        return;
    }

    vh.Clear();

    Vector2 pivot = this.rectTransform.pivot;
    Rect rect = this.rectTransform.rect;
    float outerLeftBottomX = -pivot.x * rect.width;
    float outerLeftBottomY = -pivot.y * rect.height;
    float outerRightTopX = (1 - pivot.x) * rect.width;
    float outerRightTopY = (1 - pivot.y) * rect.height;

    // 准备顶点数据
    UIVertex vert = UIVertex.simpleVert;
    // 填充顶点颜色
    vert.color = this.color;

    // 计算遮罩区域顶点位置
    // 0 outer LeftTop
    vert.position = new Vector3(outerLeftBottomX, outerRightTopY);
    vh.AddVert(vert);
    // 1 outer RightTop
    vert.position = new Vector3(outerRightTopX, outerRightTopY);
    vh.AddVert(vert);
    // 2 outer RightBottom
    vert.position = new Vector3(outerRightTopX, outerLeftBottomY);
    vh.AddVert(vert);
    // 3 outer LeftBottom
    vert.position = new Vector3(outerLeftBottomX, outerLeftBottomY);
    vh.AddVert(vert);

    // 计算镂空区域顶点位置
    // 4 outer LeftTop
    vert.position = new Vector3(_targetBoundsMin.x, _targetBoundsMax.y);
    vh.AddVert(vert);
    // 5 inner RightTop
    vert.position = new Vector3(_targetBoundsMax.x, _targetBoundsMax.y);
    vh.AddVert(vert);
    // 6 inner RightBottom
    vert.position = new Vector3(_targetBoundsMax.x, _targetBoundsMin.y);
    vh.AddVert(vert);
    // 7 inner LeftBottom
    vert.position = new Vector3(_targetBoundsMin.x, _targetBoundsMin.y);
    vh.AddVert(vert);

    // 向缓冲区中添加三角形
    vh.AddTriangle(4, 0, 1);
    vh.AddTriangle(4, 1, 5);
    vh.AddTriangle(5, 1, 2);
    vh.AddTriangle(5, 2, 6);
    vh.AddTriangle(6, 2, 3);
    vh.AddTriangle(6, 3, 7);
    vh.AddTriangle(7, 3, 0);
    vh.AddTriangle(7, 0, 4);
}
</code></pre> <div class="line-numbers-wrapper"><span class="line-number">1</span><br><span class="line-number">2</span><br><span class="line-number">3</span><br><span class="line-number">4</span><br><span class="line-number">5</span><br><span class="line-number">6</span><br><span class="line-number">7</span><br><span class="line-number">8</span><br><span class="line-number">9</span><br><span class="line-number">10</span><br><span class="line-number">11</span><br><span class="line-number">12</span><br><span class="line-number">13</span><br><span class="line-number">14</span><br><span class="line-number">15</span><br><span class="line-number">16</span><br><span class="line-number">17</span><br><span class="line-number">18</span><br><span class="line-number">19</span><br><span class="line-number">20</span><br><span class="line-number">21</span><br><span class="line-number">22</span><br><span class="line-number">23</span><br><span class="line-number">24</span><br><span class="line-number">25</span><br><span class="line-number">26</span><br><span class="line-number">27</span><br><span class="line-number">28</span><br><span class="line-number">29</span><br><span class="line-number">30</span><br><span class="line-number">31</span><br><span class="line-number">32</span><br><span class="line-number">33</span><br><span class="line-number">34</span><br><span class="line-number">35</span><br><span class="line-number">36</span><br><span class="line-number">37</span><br><span class="line-number">38</span><br><span class="line-number">39</span><br><span class="line-number">40</span><br><span class="line-number">41</span><br><span class="line-number">42</span><br><span class="line-number">43</span><br><span class="line-number">44</span><br><span class="line-number">45</span><br><span class="line-number">46</span><br><span class="line-number">47</span><br><span class="line-number">48</span><br><span class="line-number">49</span><br><span class="line-number">50</span><br><span class="line-number">51</span><br><span class="line-number">52</span><br><span class="line-number">53</span><br><span class="line-number">54</span><br><span class="line-number">55</span><br><span class="line-number">56</span><br><span class="line-number">57</span><br><span class="line-number">58</span><br><span class="line-number">59</span><br><span class="line-number">60</span><br></div></div><h4 id="镂空区域内事件透传"><a href="#镂空区域内事件透传" class="header-anchor">#</a> 镂空区域内事件透传</h4> <p><strong>方法介绍</strong></p> <div class="language- line-numbers-mode"><pre class="language-text"><code>bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
</code></pre> <div class="line-numbers-wrapper"><span class="line-number">1</span><br></div></div><p>给定一个点和一个摄像机，判断射线投射是否有效，通常用于自定义 UI 元素的交互，通过继承 ICanvasRaycastFilter 接口并实现该方法来自定义 UI 元素射线检测效果</p> <p>screenPoint 参数是一个屏幕坐标系下的二维向量，表示射线检测的位置，eventCamera 参数是一个 Camera 类型的对象，表示射线检测所使用的相机。该方法返回一个 bool 类型的值，表示 UI 元素是否可以被射线检测到</p> <p><strong>具体实现</strong><br>
在该方法中判断事件坐标是否在镂空区域内，如果在该区域内则透传事件</p> <div class="language- line-numbers-mode"><pre class="language-text"><code>public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
    // 透传镂空区域事件
    return !RectTransformUtility.RectangleContainsScreenPoint(this._target, sp, eventCamera);
}
</code></pre> <div class="line-numbers-wrapper"><span class="line-number">1</span><br><span class="line-number">2</span><br><span class="line-number">3</span><br><span class="line-number">4</span><br><span class="line-number">5</span><br></div></div><blockquote><p><img src="https://files.mdnice.com/user/8140/f998ebe2-28b6-4617-8331-a14894c1ba49.png" alt="更多源码，请扫码获取"></p></blockquote></div></section> <footer class="page-edit"><!----> <div class="last-updated"><span class="prefix">Last Updated: </span> <span class="time">5/6/2023, 11:45:59 PM</span></div></footer> <!----> <div class="comments-wrapper"><!----></div></main></div> <!----></div> <ul class="sub-sidebar sub-sidebar-wrapper" style="width:0;" data-v-b57cc07c data-v-7dd95ae2></ul></div></div></div><div class="global-ui"><div class="back-to-ceiling" style="right:1rem;bottom:6rem;width:2.5rem;height:2.5rem;border-radius:.25rem;line-height:2.5rem;display:none;" data-v-c6073ba8 data-v-c6073ba8><svg t="1574745035067" viewBox="0 0 1024 1024" version="1.1" xmlns="http://www.w3.org/2000/svg" p-id="5404" class="icon" data-v-c6073ba8><path d="M526.60727968 10.90185116a27.675 27.675 0 0 0-29.21455937 0c-131.36607665 82.28402758-218.69155461 228.01873535-218.69155402 394.07834331a462.20625001 462.20625001 0 0 0 5.36959153 69.94390903c1.00431239 6.55289093-0.34802892 13.13561351-3.76865779 18.80351572-32.63518765 54.11355614-51.75690182 118.55860487-51.7569018 187.94566865a371.06718723 371.06718723 0 0 0 11.50484808 91.98906777c6.53300375 25.50556257 41.68394495 28.14064038 52.69160883 4.22606766 17.37162448-37.73630017 42.14135425-72.50938081 72.80769204-103.21549295 2.18761121 3.04276886 4.15646224 6.24463696 6.40373557 9.22774369a1871.4375 1871.4375 0 0 0 140.04691725 5.34970492 1866.36093723 1866.36093723 0 0 0 140.04691723-5.34970492c2.24727335-2.98310674 4.21612437-6.18497483 6.3937923-9.2178004 30.66633723 30.70611158 55.4360664 65.4791928 72.80769147 103.21549355 11.00766384 23.91457269 46.15860503 21.27949489 52.69160879-4.22606768a371.15156223 371.15156223 0 0 0 11.514792-91.99901164c0-69.36717486-19.13165746-133.82216804-51.75690182-187.92578088-3.42062944-5.66790279-4.76302748-12.26056868-3.76865837-18.80351632a462.20625001 462.20625001 0 0 0 5.36959269-69.943909c-0.00994388-166.08943902-87.32547796-311.81420293-218.6915546-394.09823051zM605.93803103 357.87693858a93.93749974 93.93749974 0 1 1-187.89594924 6.1e-7 93.93749974 93.93749974 0 0 1 187.89594924-6.1e-7z" p-id="5405" data-v-c6073ba8></path><path d="M429.50777625 765.63860547C429.50777625 803.39355007 466.44236686 1000.39046097 512.00932183 1000.39046097c45.56695499 0 82.4922232-197.00623328 82.5015456-234.7518555 0-37.75494459-36.9345906-68.35043303-82.4922232-68.34111062-45.57627738-0.00932239-82.52019037 30.59548842-82.51086798 68.34111062z" p-id="5406" data-v-c6073ba8></path></svg></div></div></div>
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